SoroushVahidi/scidocs huggingface dataset:
Author ' s personal copy Romancing leadership : Past , present , and future ☆
(2011)

Available online 2 October 2011 This paper presents a review of the romance of leadership and the social construction of leadership theory 25 years after it was originally introduced. We trace the development of this theoretical approach from the original formulation of the romance of leadership (RoL) theory as attributional bias through its emergence as a radical, unconventional approach that views leadership as a sensemaking activity that is primarily ‘in the eye of the beholder.’ We subsequently review research published in management and organizational psychology journals, book chapters and special issues of journals from 1985 to 2010. Three overall themes emerged from this review: 1) biases in (mis)attributions of leadership, including attributions for organizational success and failure; 2) follower-centered approaches, including the role of follower characteristics, perceptions, and motivations in interpreting leadership ratings; and 3) the social construction of leadership, including interfollower and social contagion processes, the role of crisis and uncertainty, and constructions and deconstructions of leadership and CEO celebrity in the media. Within each of these themes, we examine developments and summarize key findings. Our review concludes with recommendations for future theoretical and empirical
A General Agnostic Active Learning Algorithm
(2007)

We present a simple, agnostic active learning algorithm that works for any hypothesis class of bounded VC dimension, and any data distribution. Our algorithm extends a scheme of Cohn, Atlas, and Ladner [6] to the agnostic setting, by (1) reformulating it using a reduction to supervised learning and (2) showing how to apply generalization bounds even for the non-i.i.d. samples that result from selective sampling. We provide a general characterization of the label complexity of our algorithm. This quantity is never more than the usual PAC sample complexity of supervised learning, and is exponentially smaller for some hypothesis classes and distributions. We also demonstrate improvements experimentally.
Multiresolution Models for Object Detection
(2010)

Most current approaches to recognition aim to be scaleinvariant. However, the cues available for recognizing a 300 pixel tall object are qualitatively different from those for recognizing a 3 pixel tall object. We argue that for sensors with finite resolution, one should instead use scale-variant, or multiresolution representations that adapt in complexity to the size of a putative detection window. We describe a multiresolution model that acts as a deformable part-based model when scoring large instances and a rigid template with scoring small instances. We also examine the interplay of resolution and context, and demonstrate that context is most helpful for detecting low-resolution instances when local models are limited in discriminative power. We demonstrate impressive results on the Caltech Pedestrian benchmark, which contains object instances at a wide range of scales. Whereas recent state-of-theart methods demonstrate missed detection rates of 86%-37% at 1 falsepositive-per-image, our multiresolution model reduces the rate to 29%.
Gesture control of drone using a motion controller
(2016)

In this study, we present our implementation of using a motion controller to control the motion of a drone via simple human gestures. We have used the Leap as the motion controller and the Parrot AR DRONE 2.0 for this implementation. The Parrot AR DRONE is an off the shelf quad rotor having an on board Wi-Fi system. The AR DRONE is connected to the ground station via Wi-Fi and the Leap is connected to the ground station via USB port. The LEAP Motion Controller recognizes the hand gestures and relays it on to the ground station. The ground station runs ROS (Robot Operating System) in Linux which is used as the platform for this implementation. Python is the programming language used for interaction with the AR DRONE in order to convey the simple hand gestures. In our implementation, we have written python codes to interpret the hand gestures captured by the LEAP, and transmit them in order to control the motion of the AR DRONE via these gestures.
Improvement of Marching Cubes Algorithm Based on Sign Determination
(2010)

Traditional Marching Cubes algorithm has the problem of repeating calculation, so that an improved Marching Cubes algorithm is put forward. Boundary voxel is utilized to find adjacent boundary voxel. According to the relationship of edge and edge sign between boundary voxel and adjacent boundary voxel, we transmit intersection on the common face of the boundary voxel to adjacent boundary voxel. If the edge sign of adjacent boundary voxel is not existed, we change the edge sign of the adjacent boundary voxel simultaneously. In that way, we can avoid double counting of the intersection, which is in two adjacent boundary voxels. The two adjacent boundary voxels have common surface on where the edge of the isosurface lies. During the computation of intersection of edge and isosurface, we only compute the edges whose edge signs are null. At the same time, we make use of edge sign to avoid repeating assignment. It speeds up isosurface extraction.
Parallel Tracking and Mapping for Small AR Workspaces
(2007)

This paper presents a method of estimating camera pose in an unknown scene. While this has previously been attempted by adapting SLAM algorithms developed for robotic exploration, we propose a system specifically designed to track a hand-held camera in a small AR workspace. We propose to split tracking and mapping into two separate tasks, processed in parallel threads on a dual-core computer: one thread deals with the task of robustly tracking erratic hand-held motion, while the other produces a 3D map of point features from previously observed video frames. This allows the use of computationally expensive batch optimisation techniques not usually associated with real-time operation: The result is a system that produces detailed maps with thousands of landmarks which can be tracked at frame-rate, with an accuracy and robustness rivalling that of state-of-the-art model-based systems.
Fast Keypoint Recognition in Ten Lines of Code
(2007)

While feature point recognition is a key component of modern approaches to object detection, existing approaches require computationally expensive patch preprocessing to handle perspective distortion. In this paper, we show that formulating the problem in a Naive Bayesian classification framework makes such preprocessing unnecessary and produces an algorithm that is simple, efficient, and robust. Furthermore, it scales well to handle large number of classes. To recognize the patches surrounding keypoints, our classifier uses hundreds of simple binary features and models class posterior probabilities. We make the problem computationally tractable by assuming independence between arbitrary sets of features. Even though this is not strictly true, we demonstrate that our classifier nevertheless performs remarkably well on image datasets containing very significant perspective changes.
Face to Face Collaborative AR on Mobile Phones
(2005)

Mobile phones are an ideal platform for augmented reality. In this paper we describe how they can also be used to support face to face collaborative AR gaming. We have created a custom port of the ARToolKit library to the Symbian mobile phone operating system and then developed a sample collaborative AR game based on this. We describe the game in detail and user feedback from people who have played the game. We also provide general design guidelines that could be useful for others who are developing mobile phone collaborative AR applications.
USING CAMERA-EQUIPPED MOBILE PHONES FOR INTERACTING WITH REAL-WORLD OBJECTS
(2004)

The idea described in this paper is to use the built-in cameras of consumer mobile phones as sensors for 2-dimensional visual codes. Such codes can be attached to physical objects in order to retrieve object-related information and functionality. They are also suitable for display on electronic screens. The proposed visual code system allows the simultaneous detection of multiple codes, introduces a position-independent coordinate system, and provides the phone’s orientation as a parameter. The ability to detect objects in the user’s vicinity offers a natural way of interaction and strengthens the role of mobile phones in a large number of application scenarios. We describe the hardware requirements, the design of a suitable visual code, a lightweight recognition algorithm, and present some example applications.
Robust Visual Tracking for Non-Instrumented Augmented Reality
(2003)

This paper presents a robust and flexible framework for augmented reality which does not require instrumenting either the environment or the workpiece. A model-based visual tracking system is combined with with rate gyroscopes to produce a system which can track the rapid camera rotations generated by a head-mounted camera, even if images are substantially degraded by motion blur. This tracking yields estimates of head position at video field rate (50Hz) which are used to align computer-generated graphics on an optical see-through display. Nonlinear optimisation is used for the calibration of display parameters which include a model of optical distortion. Rendered visuals are pre-distorted to correct the optical distortion of the display.
Engagement in Multimedia Training Systems
(1999)

Two studies examined user engagement in two type multimedia training systems -a more passive medium, videotape, and a less passive medium, interactive softw Each study compared engagement in three formats: the Text format contained text and still images, the Audio format contained audio and still images, and the Video format contained audio and video images. In both studies, engagement was lower in the Text condition than in the Video condition. However, there were no differences in engagement between Text and Audio in the videotapebased training, and no differences between Audio and Video in the computer-based training.
Action recognition based on a bag of 3D points
(2010)

This paper presents a method to recognize human actions from sequences of depth maps. Specifically, we employ an action graph to model explicitly the dynamics of the actions and a bag of 3D points to characterize a set of salient postures that correspond to the nodes in the action graph. In addition, we propose a simple, but effective projection based sampling scheme to sample the bag of 3D points from the depth maps. Experimental results have shown that over 90% recognition accuracy were achieved by sampling only about 1% 3D points from the depth maps. Compared to the 2D silhouette based recognition, the recognition errors were halved. In addition, we demonstrate the potential of the bag of points posture model to deal with occlusions through simulation.
Birdbrains could teach basal ganglia research a new song
(2005)

Recent advances in anatomical, physiological and histochemical characterization of avian basal ganglia neurons and circuitry have revealed remarkable similarities to mammalian basal ganglia. A modern revision of the avian anatomical nomenclature has now provided a common language for studying the function of the cortical-basal-ganglia-cortical loop, enabling neuroscientists to take advantage of the specialization of basal ganglia areas in various avian species. For instance, songbirds, which learn their vocal motor behavior using sensory feedback, have specialized a portion of their cortical-basal ganglia circuitry for song learning and production. This discrete circuit dedicated to a specific sensorimotor task could be especially tractable for elucidating the interwoven sensory, motor and reward signals carried by basal ganglia, and the function of these signals in task learning and execution.
Robotic Arm Based 3D Reconstruction Test Automation
(2018)

The 3-D reconstruction involves the construction of a 3-D model from a set of images. The 3-D reconstruction has varied uses that include 3-D printing, the generation of 3-D models that can be shared through social media, and more. The 3-D reconstruction involves complex computations in mobile phones that must determine the pose estimation. The pose estimation involves the process of transforming a 2-D object into 3-D space. Once the pose estimation is done, then the mesh generation is performed using the graphics processing unit. This helps render the 3-D object. The competitive advantages of using hardware processors are to accelerate the intensive computation using graphics processors and digital signal processors. The stated problem that this technical paper addresses is the need for a reliable automated test for the 3-D reconstruction feature. The solution to this problem involved the design and development of an automated test system using a programmable robotic arm and rotor for precisely testing the quality of 3-D reconstruction features. The 3-D reconstruction testing involves using a robotic arm lab to accurately test the algorithmic integrity and end-to-end validation of the generated 3-D models. The robotic arm can move the hardware at different panning speeds, specific angles, fixed distances from the object, and more. The ability to reproduce the scanning at a fixed distance and the same panning speed helps to generate test results that can be benchmarked by different software builds. The 3-D reconstruction also requires a depth sensor to be mounted onto the device under examination. We use this robotic arm lab for functional, high performance, and stable validation of the 3-D reconstruction feature. This paper addresses the computer vision use case testing for 3-D reconstruction features and how we have used the robotic arm lab for automating these use cases.
A Ka-Band CMOS Wilkinson Power Divider Using Synthetic Quasi-TEM Transmission Lines
(2007)

This work presents a Ka-band two-way 3 dB Wilkinson power divider using synthetic quasi-transverse electromagnetic (TEM) transmission lines (TLs). The synthetic quasi-TEM TL, also called complementary-conducting-strip TL (CCS TL), is theoretically analyzed. The equivalent TL model, whose production is based on the extracted results, is applied to the power divider design. The prototype is fabricated by the standard 0.18 mum 1P6M CMOS technology, showing the circuit size of 210.0 mumtimes390.0 mum without contact pads. The measurement results, which match the 50 Omega system, reveal perfect agreements with those of the simulations. The comparison reveals the following characteristics. The divider exhibits an equal power-split with the insertion losses (S21 and S31) of 3.65 dB. The return losses (S11, S22 and S33) of the prototype are higher than 10.0 dB from 30.0 to 40.0 GHz.
Using Patterns to Capture Architectural Decisions
(2007)

Throughout the software design process, developers must make decisions and reify them in code. The decisions made during software architecting are particularly significant in that they have system-wide implications, especially on the quality attributes. However, architects often fail to adequately document their decisions because they don't appreciate the benefits, don't know how to document decisions, or don't recognize that they're making decisions. This lack of thorough documentation. This paper provides information about a decision's rationale and consequences, architecture patterns can help architects better understand and more easily record their decisions.
A model for concentric tube continuum robots under applied wrenches
(2010)

Continuum robots made from telescoping precurved elastic tubes enable base-mounted actuators to specify the curved shapes of robots as thin as standard surgical needles. While free space beam mechanics-based models of the shape of these ‘active cannulas’ exist, current models cannot account for external forces and torques applied to the cannula by the environment. In this paper we apply geometrically exact beam theory to solve the statics problem for concentric-tube continuum robots. This yields the equivalent of forward kinematics for an active cannula with general tube precurvature functions and arbitrarily many tubes, under loading from a general wrench distribution. The model achieves average experimental tip errors of less than 3 mm over the workspace of a prototype active cannula subject to various tip forces.
The feasible workspace analysis of a set point control for a cable-suspended robot with input constraints and disturbances
(2006)

This paper deals with the characterization of reachable domain of a set-point controller for a cable-suspended robot under disturbances and input constraints. The main contribution of the paper is to calculate the feasible domain analytically through the choice of a control law, starting from a given initial condition. This analytical computation is then recursively used to find a second feasible domain starting from a boundary point of the first feasible domain. Hence, this procedure allows to expand the region of feasible reference signals by connecting adjacent domains through common points. Finally, the effectiveness of the proposed method is illustrated by numerical simulations on a kinematically determined cable robot with six cables.
Graph Embedding Problem Settings Graph Embedding Input Graph Embedding Output Homogeneous Graph Heterogeneous Graph Graph with Auxiliary Information Graph Constructed from Non-relational Data Node Embedding Edge Embedding Hybrid Embedding Whole-Graph Embedding Graph Embedding Techniques Matrix Facto
(2017)

Graph is an important data representation which appears in a wide diversity of real-world scenarios. Effective graph analytics provides users a deeper understanding of what is behind the data, and thus can benefit a lot of useful applications such as node classification, node recommendation, link prediction, etc. However, most graph analytics methods suffer the high computation and space cost. Graph embedding is an effective yet efficient way to solve the graph analytics problem. It converts the graph data into a low dimensional space in which the graph structural information and graph properties are maximumly preserved. In this survey, we conduct a comprehensive review of the literature in graph embedding. We first introduce the formal definition of graph embedding as well as the related concepts. After that, we propose two taxonomies of graph embedding which correspond to what challenges exist in different graph embedding problem settings and how the existing work address these challenges in their solutions. Finally, we summarize the applications that graph embedding enables and suggest four promising future research directions in terms of computation efficiency, problem settings, techniques and application scenarios.
Local sensor system for badminton smash analysis
(2009)

This paper presents a development of a sensory system for analysis of badminton smashes. During a badminton game, the ability to execute a powerful smash is fundamental for a player to be competitive. In most games, the winning factor for the game is often attributed to a high shuttle speed during the execution of a smash. It was envisioned that the shuttle speed can be correlated from the speed of the rackets head. To help analyze the key relationship between the racket speed and the shuttle ball speed, a series of sensors were integrated into a conventional racket. The aim of this investigation is to develop a sensor system that will facilitate the quantifiable analysis of the badminton smash. It was determined in a previous investigation that a single accelerometer is insufficient to determine the two or three dimensional trajectory of the racket. Therefore a low mass compact, 2-axes piezoelectric accelerometers was applied to the head of the racket. An acoustic shock sensor was also mounted on the racket head to identify the instant of the contact event. It was hypothesized that the magnitude of the acoustic signal, associated with the hitting event, and the final speed of the racket when fused could provide a good correlation with the shuttle speed. The fuzzy inference system and ANFIS (Adaptive Neuro-Fuzzy Inferior System) sensor fusion techniques was investigated. It has been demonstrated that it is possible to analyze the performance of the smashing stroke based on the system developed in this investigation which in turn may, with further develop by a useful aid to badminton coaches and the methods developed may also be applicable to other applications.
Vital, Sophia, and Co. - The Quest for the Legal Personhood of Robots
(2018)

The paper examines today’s debate on the legal status of AI robots, and how often scholars and policy makers confuse the legal agenthood of these artificial agents with the status of legal personhood. By taking into account current trends in the field, the paper suggests a twofold stance. First, policy makers shall seriously mull over the possibility of establishing novel forms of accountability and liability for the activities of AI robots in contracts and business law, e.g., new forms of legal agenthood in cases of complex distributed responsibility. Second, any hypothesis of granting AI robots full legal personhood has to be discarded in the foreseeable future. However, how should we deal with Sophia, which became the first AI application to receive citizenship of any country, namely, Saudi Arabia, in October 2017? Admittedly, granting someone, or something, legal personhood is—as always has been—a highly sensitive political issue that does not simply hinge on rational choices and empirical evidence. Discretion, arbitrariness, and even bizarre decisions play a role in this context. However, the normative reasons why legal systems grant human and artificial entities, such as corporations, their status, help us taking sides in today’s quest for the legal personhood of AI robots. Is citizen Sophia really conscious, or capable of suffering the slings and arrows of outrageous scholars?
Working memory as an emergent property of the mind and brain
(2006)

Cognitive neuroscience research on working memory has been largely motivated by a standard model that arose from the melding of psychological theory with neuroscience data. Among the tenets of this standard model are that working memory functions arise from the operation of specialized systems that act as buffers for the storage and manipulation of information, and that frontal cortex (particularly prefrontal cortex) is a critical neural substrate for these specialized systems. However, the standard model has been a victim of its own success, and can no longer accommodate many of the empirical findings of studies that it has motivated. An alternative is proposed: Working memory functions arise through the coordinated recruitment, via attention, of brain systems that have evolved to accomplish sensory-, representation-, and action-related functions. Evidence from behavioral, neuropsychological, electrophysiological, and neuroimaging studies, from monkeys and humans, is considered, as is the question of how to interpret delay-period activity in the prefrontal cortex.